<?xml version="1.0"?>
<doc>
    <assembly>
        "Nuclex.Fonts.Content.TrueTypeImporter"
    </assembly>
    <members>
        <member name="M:Nuclex.Fonts.Content.VectorFontWriter.GetRuntimeType(Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform)">
            <summary>Obtains the Type of the RuntimeReader used to load the resource</summary>
            <param name="targetPlatform">Platform for which to obtain the RuntimeReader</param>
            <returns>The type name of the class used to read the resource at runtime</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontWriter.GetRuntimeReader(Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform)">
            <param name="targetPlatform">Platform for which to obtain the RuntimeReader</param>
            <returns>The type name of the class used to read the resource at runtime</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontWriter.Write(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter,Nuclex.Fonts.Content.VectorFontContent)">
            <summary>Writes the FontContent resource into the ContentWriter</summary>
            <param name="output">ContentWriter to serialize the resource into</param>
            <param name="fontContent">FontContent resource to be serialized</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontWriter">
            <summary>Serializes VectorFontContent resources</summary>
            <remarks>
  This class is responsible for serializing the FontContent resources into
  the XNA framework format.
</remarks>
        </member>
        <member name="F:Nuclex.Fonts.Content.TessellationSet.Type">
            <summary>Type of primitives that the tessellator is outputting</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.TessellationSet.IntermediateVertexIndex2">
            <summary>Second index for an intermediate vertex</summary>
            <remarks>
  Stores the trailing vertex for a triangle fan and the newer trailing
  vertex for a triangle strip. Stores the index of the second vertex
  in a vertex list.
</remarks>
        </member>
        <member name="F:Nuclex.Fonts.Content.TessellationSet.IntermediateVertexIndex1">
            <summary>First index for an intermediate vertex</summary>
            <remarks>
  Contains the center vertex index for a triangle fan and the index of
  the older trailing vertex for a triangle strip. Stores the index of
  the first vertex in a triangle list.
</remarks>
        </member>
        <member name="F:Nuclex.Fonts.Content.TessellationSet.Indices">
            <summary>Pointers to the numbers 0, 1, 2 and so on (really!)</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.TessellationSet.Triangles">
            <summary>The triangles generated by the tessellator</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.TessellationSet.Vertices">
            <summary>The character's vertices</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.TessellationSet.#ctor">
            <summary>Initializes a new tessellation set</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.TessellationSet.Dispose">
            <summary>Destroys a tessellation set</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.TessellationSet">
            <summary>Internal structure used to construct a tessellated character</summary>
        </member>
        <member name="D:Nuclex.Fonts.Content.VertexIndices">
            <summary>Vector of pointers to vertex indices</summary>
        </member>
        <member name="D:Nuclex.Fonts.Content.TriangleVector">
            <summary>Vector of triangles</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.Triangle.ThirdVertexIndex">
            <summary>Index of the triangle's third vertex</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.Triangle.SecondVertexIndex">
            <summary>Index of the triangle's second vertex</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.Triangle.FirstVertexIndex">
            <summary>Index of the triangle's first vertex</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.Triangle.#ctor(System.Int32,System.Int32,System.Int32)">
            <summary>Initializes a new triangle</summary>
            <param name="firstVertexIndex">Index of the triangle's first vertex</param>
            <param name="secondVertexIndex">Index of the triangle's second vertex</param>
            <param name="thirdVertexIndex">Index of the triangle's third vertex</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.Triangle">
            <summary>Stores the vertex indices for a triangle</summary>
        </member>
        <member name="D:Nuclex.Fonts.Content.FloatPairVector">
            <summary>Vector of floating point value pairs</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontCharacterWriter.GetRuntimeType(Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform)">
            <summary>Obtains the Type of the RuntimeReader used to load the resource</summary>
            <param name="targetPlatform">Platform for which to obtain the RuntimeReader</param>
            <returns>The type name of the class used to read the resource at runtime</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontCharacterWriter.GetRuntimeReader(Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform)">
            <param name="targetPlatform">Platform for which to obtain the RuntimeReader</param>
            <returns>The type name of the class used to read the resource at runtime</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontCharacterWriter.Write(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter,Nuclex.Fonts.Content.VectorFontCharacterContent)">
            <summary>Writes the FontContent resource into the ContentWriter</summary>
            <param name="output">ContentWriter to serialize the resource into</param>
            <param name="characterContent">FontContent resource to be serialized</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontCharacterWriter">
            <summary>Serializes VectorFontContent resources</summary>
            <remarks>
  This class is responsible for serializing the FontContent resources into
  the XNA framework format.
</remarks>
        </member>
        <member name="F:Nuclex.Fonts.Content.ContourSet.PenPosition">
            <summary>Current position of the drawing pen</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.ContourSet.CurrentOutlineStartIndex">
            <summary>Starting index of the current outline in the vertex array</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.ContourSet.Outlines">
            <summary>Contains the starting index and vertex count for each outline</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.ContourSet.Vertices">
            <summary>Vertices created for this font</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.ContourSet.#ctor">
            <summary>Initializes a new contour set</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.ContourSet">
            <summary>Internal structure used to collect a glyph's contour informations</summary>
        </member>
        <member name="D:Nuclex.Fonts.Content.OutlineVector">
            <summary>A vector of outline starting index / vertex count records</summary>
        </member>
        <member name="D:Nuclex.Fonts.Content.VertexVector">
            <summary>A vector of FreeType vertices</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.ReverseStringLengthComparer.Compare(System.String,System.String)">
            <summary>Calculates the rank of the left string compared to the right</summary>
            <param name="left">String that will be compared on the left side</param>
            <param name="right">String that will be compared on the right side</param>
            <returns>The relative ranking between the left string and the right string</returns>
        </member>
        <member name="F:Nuclex.Fonts.Content.ReverseStringLengthComparer.Default">
            <summary>The default instance of the length-based string comparer</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.ReverseStringLengthComparer">
            <summary>Compares strings based on their length</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontTessellator.Tessellate(Nuclex.Fonts.Content.VectorFontCharacterContent)">
            <summary>Tessellates the specified character's outline</summary>
            <param name="characterContent">Character to tessellate</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.FreeTypeFontTessellator">
            <summary>Tessellates font characters so they can be filled or extruded</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontVectorizer.GetAdvancement(System.Char)">
            <summary>
  Returns the number of pixels required to advance to the position
  where the next character should be rendered.
</summary>
            <param name="character">Character whose advancement will be returned</param>
            <returns>The advancement from the character to the next character</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontVectorizer.Vectorize(System.Char)">
            <summary>Builds a vector representation of the character</summary>
            <param name="character">
  Character for which to generate a vector representation
</param>
            <returns>A set of lists describing the outlines of the character</returns>
            <remarks>
  There can be multiple outlines in a character for two reasons. For once,
  the character may consist of disjoint shapes, like the equals sign ('='),
  which has two shapes with no connection inbetween them. The other case
  are shapes with holes in them. For example, the 'O' character was
  two outlines, one describing its exterior border and one describing
  its interior border. 
</remarks>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontVectorizer.#ctor(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription)">
            <summary>Initializes a new freetype font vectorizer</summary>
            <param name="fontDescription">Description of the font to vectorize</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.FreeTypeFontVectorizer">
            <summary>Vectorizes font characters using the FreeType library</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.NuclexVectorFontDescriptionProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
            <summary>Creates an XNA Vector font from the font description</summary>
            <param name="input">Provided font description to create the Vector font from</param>
            <param name="context">Additional informations for the content processor</param>
            <returns>The generated XNA Vector font</returns>
        </member>
        <member name="T:Nuclex.Fonts.Content.NuclexVectorFontDescriptionProcessor">
            <summary>Processes Vector font descriptions for usage with the XNA framework</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontContent.kerningTable">
            <summary>
  Kerning table for adjusting the positions of specific character combinations
</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontContent.characters">
            <summary>Characters contained in this font</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontContent.characterMap">
            <summary>Maps unicode characters to their sprite indices</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontContent.lineHeight">
            <summary>Height of a single line of text in this font</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontContent.KerningTable">
            <summary>
  Kerning table for adjusting the positions of specific character combinations
</summary>
            <remarks>
  Certain character combination, such as the two consecutive characters 'AV'
  have diagonal shapes that would cause the characters to visually appear
  is if they were further apart from each other. Kerning adjusts the distances
  between such characters to keep the perceived character distance at the
  same level for all character combinations.
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontContent.Characters">
            <summary>Glyphs contained in this font</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontContent.CharacterMap">
            <summary>Maps unicode characters to their sprite indices</summary>
            <remarks>
  Sprite fonts only contain a user-configurable subset of the unicode character
  set. Thus, the first sprite in the font might not correspond to the first
  character in the unicode table and worse, their might be gaps between the
  ranges of characters the user configured to be imported. This dictionary
  stores the sprite index for all unicode characters that have been imported.
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontContent.LineHeight">
            <summary>Height of a line of text in this font</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontContent.#ctor">
            <summary>Initializes a new VectorFontContent instance</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontContent.KerningPair.Equals(System.Object)">
            <summary>Compares this object to another object</summary>
            <param name="other">Object to compare to</param>
            <returns>True if both objects are identical</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontContent.KerningPair.GetHashCode">
            <summary>Returns a hash code for the kerning pair</summary>
            <returns>A hash code for the kerning pair</returns>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontContent.KerningPair.Right">
            <summary>The right character in the kerning pair</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontContent.KerningPair.Left">
            <summary>The left character in the kerning pair</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontContent.KerningPair.#ctor(System.Char,System.Char)">
            <summary>Initializes a new kerning pair</summary>
            <param name="left">Left character of the kerning pair</param>
            <param name="right">Right character of the kerning pair</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontContent.KerningPair">
            <summary>Pair of characters for kerning informations</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontContent">
            <summary>Stores vectorial font data for freely scalable text</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.SpriteFontWriter.GetRuntimeType(Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform)">
            <summary>Obtains the Type of the RuntimeReader used to load the resource</summary>
            <param name="targetPlatform">Platform for which to obtain the RuntimeReader</param>
            <returns>The type name of the class used to read the resource at runtime</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.SpriteFontWriter.GetRuntimeReader(Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform)">
            <param name="targetPlatform">Platform for which to obtain the RuntimeReader</param>
            <returns>The type name of the class used to read the resource at runtime</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.SpriteFontWriter.Write(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter,Nuclex.Fonts.Content.SpriteFontContent)">
            <summary>Writes the FontContent resource into the ContentWriter</summary>
            <param name="output">ContentWriter to serialize the resource into</param>
            <param name="fontContent">FontContent resource to be serialized</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.SpriteFontWriter">
            <summary>Serializes SpriteFontContent resources</summary>
            <remarks>
  This class is responsible for serializing the FontContent resources into
  the XNA framework format.
</remarks>
        </member>
        <member name="T:clix.Encoding">
Encoding types for strings
</member>
        <member name="F:E_UTF16">
UTF-16 encoding
This is the suggested to be used for marshaling and the native encoding of .NET strings.
        It is similar to UTF-8 but uses a minimum of two bytes per character, making the number
        of bytes required for a given string better predictable. Be aware, however, that UTF-16
        can still use more than two bytes for a character, so std::wstring::length() might not
        reflect the actual length of the string.

</member>
        <member name="F:E_UTF8">
UTF-8 encoding
This is the encoding commonly used for multilingual C++ strings. All ASCII characters
        (0-127) will be represented as single bytes. Be aware that UTF-8 uses more than one byte
        for extended characters, so std::string::length() might not reflect the actual length
        of the string in characters if it contains any non-ASCII characters.

</member>
        <member name="F:E_ANSI">
ANSI encoding
This is the default encoding you've most likely been using all around in C++. ANSI means
        8 Bit encoding with character codes depending on the system's selected codepage.

</member>
        <member name="F:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor.hinter">
            <summary>Font hinter that will be used</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor.origin">
            <summary>How the font should be aligned to the drawing location</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor.determineOptimalTextureSize(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription,Nuclex.Fonts.Content.FreeTypeFontRasterizer!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
            <summary>Determines the optimal texture size for the font</summary>
            <param name="input">
  Font description containined the list of characters to import
</param>
            <param name="rasterizer">Rasterizer that has been set up for the font</param>
            <returns>The smallest texture size sufficient to contain all characters</returns>
        </member>
        <member name="P:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor.Hinter">
            <summary>Font hinting algorithm that will be used to position strokes</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor.Origin">
            <summary>How the font should be aligned to the drawing location</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
            <summary>Creates an XNA sprite font from the font description</summary>
            <param name="input">Provided font description to create the sprite font from</param>
            <param name="context">Additional informations for the content processor</param>
            <returns>The generated XNA sprite font</returns>
        </member>
        <member name="T:Nuclex.Fonts.Content.NuclexSpriteFontDescriptionProcessor">
            <summary>Processes sprite font descriptions for usage with the XNA framework</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.defaultCharacter">
            <summary>Default character for unknown glyphs</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.kerning">
            <summary>Kerning information for tightening letters with common diagonals</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.spacing">
            <summary>Number of pixels between two consecutive characters</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.lineSpacing">
            <summary>Number of pixels from one line to the next</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.characterMap">
            <summary>Maps unicode characters to their sprite indices</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.cropping">
            <summary>Offset and character advancement informations</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.glyphs">
            <summary>Position of the glyph sprites on the font texture</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.SpriteFontContent.texture">
            <summary>Texture content element holding the glyph sprites</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.DefaultCharacter">
            <summary>Default character for unknown glyphs</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.Kerning">
            <summary>Kerning information for tightening letters with common diagonals</summary>
            <remarks>
  XNA misuses the term 'kerning' to refer to plain ABC spacing of characters
  (a = empty space before a character, b = width of the black parts of a character
  and c = empty space that follows a character). Actual kerning would require
  a table that told us to move 'V's following 'A's closer because they wont overlap.
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.Spacing">
            <summary>Number of pixels between two consecutive characters</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.LineSpacing">
            <summary>Number of pixels from one line to the next</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.CharacterMap">
            <summary>Maps unicode characters to their sprite indices</summary>
            <remarks>
  Sprite fonts only contain a user-configurable subset of the unicode character
  set. Thus, the first sprite in the font might not correspond to the first
  character in the unicode table and worse, their might be gaps between the
  ranges of characters the user configured to be imported. This dictionary
  stores the sprite index for all unicode characters that have been imported.
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.Cropping">
            <summary>Offset and character advancement informations</summary>
            <remarks>
  The term 'cropping' is actually misleading here. What XNA stores in these
  rectangles are three entirely different things that have nothing to do with
  cropping:
  (1) The upper left corner of the rectangle contains a character's offset from
      the pen position. A dot, for example, might only be a 2x2 pixel texture
      that is moved to the text's baseline by means of the offset.
  (2) The width contains the advancement, the amount of pixels the pen is moved
      forward when the character has been rendered.
  (3) The height is used to calculate the height of text in the MeasureString()
      method. This value is fixed to the font's line height in order to avoid
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.Glyphs">
            <summary>Position of the glyph sprites on the font texture</summary>
            <remarks>
  This list contains the integer texture coordinates of the glyph sprites on the
  font texture. These can not be computed on-the-fly because, in order to save
  memory and increase efficiency, glyph sprites are arranged on the font texture
  in arbitrary locations to use the least space possible.
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.SpriteFontContent.Texture">
            <summary>Texture content element holding the glyph sprites</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.SpriteFontContent.#ctor">
            <summary>Initializes a new SpriteFontContent instance</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.SpriteFontContent">
            <summary>Sprite font content class compatible to its XNA pendant</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontRasterizer.GetAdvancement(System.Char)">
            <summary>
  Returns the number of pixels required to advance to the position
  where the next character should be rendered.
</summary>
            <param name="character">Character whose advancement will be returned</param>
            <returns>The advancement from the character to the next character</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontRasterizer.GetOffset(System.Char,Nuclex.Fonts.Content.FontOrigin)">
            <summary>
  Returns the positioning of a character's bitmap relative to the pen position
</summary>
            <param name="character">Character whose positioning will be returned</param>
            <param name="origin">How the font's base line will be positioned</param>
            <returns>The positioning of the character relative to its upper end</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontRasterizer.Rasterize(System.Char)">
            <summary>Rasterizes the specified character</summary>
            <param name="character">Character that will be rasterized</param>
            <returns>A bitmap containing the rasterized character</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontRasterizer.#ctor(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription,Nuclex.Fonts.Content.FontHinter)">
            <summary>Initializes a new freetype font rasterizer</summary>
            <param name="fontDescription">Description of the font to rasterize</param>
            <param name="hinter">Hinter the wil be used for stroke positioning</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.FreeTypeFontRasterizer">
            <summary>Rasterizes font characters using the FreeType library</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.FontOrigin">
            <summary>Origins that can be used to vertically align fonts</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FontOrigin.BaseLine">
            <summary>
  The font's base line will be aligned with the text draw location
</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FontOrigin.UpperEnd">
            <summary>
  The font's upper end will be aligned with the text draw location
</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FreeTypeFontProcessor.loadFlags">
            <summary>Flags that will be passed to FT_Load_Char()</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FreeTypeFontProcessor.loadedGlyph">
            <summary>The glyph currently loaded by FreeType</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FreeTypeFontProcessor.freeTypeFace">
            <summary>FreeType face representing the rasterizer's font</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FreeTypeFontProcessor.freeTypeManager">
            <summary>
  FreeType manager that controls the FreeType library instance lifetime
</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontProcessor.LoadCharacter(System.Char)">
            <summary>Loads and renders the specified character in FreeType</summary>
            <param name="character">Character to load and render</param>
        </member>
        <member name="P:Nuclex.Fonts.Content.FreeTypeFontProcessor.LineHeight">
            <summary>Height of a line of text with this font and size</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontProcessor.MeasureCharacter(System.Char)">
            <summary>Measures the dimensions of a character</summary>
            <param name="character">Character whose dimensions will be returned</param>
            <returns>The dimensions of the specified character</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontProcessor.GetKerning(System.Char,System.Char)">
            <summary>Retrieves kerning information between the two characters</summary>
            <param name="leftCharacter">Left character of the kerning pair</param>
            <param name="rightCharacter">Right character of the kerning pair</param>
            <returns>The distance adjustment for the right character</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontProcessor.Finalize">
            <summary>Finalizer for when the instance is garbage collected</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontProcessor.Dispose">
            <summary>Immediately releases any resources owned by the font</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeFontProcessor.#ctor(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription,Nuclex.Fonts.Content.FontHinter)">
            <summary>Initializes a new freetype font rasterizer</summary>
            <param name="fontDescription">Description of the font to rasterize</param>
            <param name="hinter">Hinter the wil be used for stroke positioning</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.FreeTypeFontProcessor">
            <summary>Rasterizes font characters using the FreeType library</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.FontHinter">
            <summary>Hinting methods that can be used to position strokes in a font</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FontHinter.AutoHinter">
            <summary>
  Uses FreeType's auto-hinter, providing a good compromise between
  accuracy and sharpness.
</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FontHinter.Native">
            <summary>
  Performs hinting based on the font's embedded hinting rules, which
  usually prefer sharpness to accuracy. This should result in characters
  perfectly matching in shape that of GDI text rendering.
</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FontHinter.Disable">
            <summary>
  Do not use any hinting to position the font's strokes. Causes the font
  to appear blurry but accurately retains stroke positions.
</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.faces">
            <summary>Vertex indices to be connected for drawing the character's faces</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.outlines">
            <summary>Vertex ranges to be connected for drawing the character's outlines</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.vertices">
            <summary>Vertices for this character</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.advancement">
            <summary>By how much to advance the cursor after drawing this character</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontCharacterContent.Faces">
            <summary>
  Specifies between which vertices triangles have to be drawn to draw a
  polygon-filled character.
</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontCharacterContent.Outlines">
            <summary>
  Specifies which vertices have to be connected to draw the outlines
  of the character.
</summary>
            <remarks>
                <para>
    A character can have more than one outline. For example, the equals sign ('=')
    has two unconnected shapes that require two outlines to be drawn. In this
    case, you'd find two outlines, the first one specifying the starting and ending
    vertex for the first stroke and the second one specifying the starting and
    ending vertex for the second stroke.
  </para>
                <para>
    The vertex range specified by each outline should be handled as a single
    line strip (draw a line from the first to the second vertex, then from the
    second to the third, and so on). The final vertex needs to be connected
    to the first vertex again to close the outline.
  </para>
            </remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontCharacterContent.Vertices">
            <summary>Vertices for this character</summary>
            <remarks>
  This contains the vertices required to draw the outline of the character
  as well as supporting vertices required to draw the character's face as
  a series of triangles. If you're only interested in a character's outlines,
  you can ignore any vertices with an index above the EndVertex of
  the lastmost outline contained in the Outlines list.
</remarks>
        </member>
        <member name="P:Nuclex.Fonts.Content.VectorFontCharacterContent.Advancement">
            <summary>By how much to advance the cursor after drawing this character</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontCharacterContent.#ctor">
            <summary>Initializes a new Character instance</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.Face.ThirdVertexIndex">
            <summary>Index of the third vertex of the triangle</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.Face.SecondVertexIndex">
            <summary>Index of the second vertex of the triangle</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.Face.FirstVertexIndex">
            <summary>Index of the first vertex of the triangle</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontCharacterContent.Face.#ctor(System.Int32,System.Int32,System.Int32)">
            <summary>Initializes a new character face triangle</summary>
            <param name="firstVertexIndex">Index of the triangle's first vertex</param>
            <param name="secondVertexIndex">Index of the triangle's second vertex</param>
            <param name="thirdVertexIndex">Index of the triangle's third vertex</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontCharacterContent.Face">
            <summary>Stores three vertex indices forming a triangle</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.Outline.VertexCount">
            <summary>Total number of vertices the outline consists of</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.VectorFontCharacterContent.Outline.StartVertexIndex">
            <summary>Index of the vertex with which the outline begins</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.VectorFontCharacterContent.Outline.#ctor(System.Int32,System.Int32)">
            <summary>Initializes a new character outline</summary>
            <param name="startVertexIndex">Index of the vertex with which the outline starts</param>
            <param name="vertexCount">Number of vertices in this outline</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontCharacterContent.Outline">
            <summary>Stores the starting index and the vertex count of a character outline</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.VectorFontCharacterContent">
            <summary>Stores informations about a glyph in a vector font</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FreeTypeManager.freeTypeLibrary">
            <summary>Global FreeType library instance</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.FreeTypeManager.freeTypeUsers">
            <summary>Number of active users for the current FreeType library instance</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.shutdownFreeType">
            <summary>Constructs and initializes a new FreeType library instance</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.initializeFreeType">
            <summary>Constructs and initializes a new FreeType library instance</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.getFontsDirectory">
            <summary>Retrieves the directory where windows stores its truetype fonts</summary>
            <returns>The directory window stores its fonts in</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.OpenWindowsFont(System.String,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle)">
            <summary>Opens a font by name from the installed windows fonts</summary>
            <param name="searchedFaceName">Name of the font to open (eg. "Arial")</param>
            <param name="style">Font style to use</param>
            <returns>The FreeType face structure for the requested font</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.OpenFont(System.String,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle)">
            <summary>Opens a font from a path or by name from the windows fonts</summary>
            <param name="pathOrFaceName">
  Path of the file to read (eg. "Fonts/Arial.ttf") or name of the windows font
  to be opened (eg. "Arial")
</param>
            <param name="style">Font style to use</param>
            <returns>The FreeType face structure for the requested font</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.getLibraryInstance">
            <summary>Returns a pointer to the FreeType library instance</summary>
            <returns>The FreeType library instance</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.Dispose">
            <summary>
  Destroys the FreeType library instance if this was the last user.
</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.FreeTypeManager.#ctor">
            <summary>
  Ensures a FreeType library instance is available for as long as the user exists
</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.FreeTypeManager">
            <summary>Controls the lifetime of a FreeType library instance</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.CygonRectanglePacker.heightSlices">
            <summary>Stores the height silhouette of the rectangles</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.CygonRectanglePacker.integrateRectangle(System.Int32,System.Int32,System.Int32)">
            <summary>Integrates a new rectangle into the height slice table</summary>
            <param name="left">Position of the rectangle's left side</param>
            <param name="width">Width of the rectangle</param>
            <param name="bottom">Position of the rectangle's lower side</param>
        </member>
        <member name="M:Nuclex.Fonts.Content.CygonRectanglePacker.tryFindBestPlacement(System.Int32,System.Int32,Microsoft.Xna.Framework.Point@)">
            <summary>Finds the best position for a rectangle of the given dimensions</summary>
            <param name="rectangleWidth">Width of the rectangle to find a position for</param>
            <param name="rectangleHeight">Height of the rectangle to find a position for</param>
            <param name="placement">Receives the best placement found for the rectangle</param>
            <returns>True if a valid placement for the rectangle could be found</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.CygonRectanglePacker.TryPack(System.Int32,System.Int32,Microsoft.Xna.Framework.Point@)">
            <summary>Tries to allocate space for a rectangle in the packing area</summary>
            <param name="rectangleWidth">Width of the rectangle to allocate</param>
            <param name="rectangleHeight">Height of the rectangle to allocate</param>
            <param name="placement">Output parameter receiving the rectangle's placement</param>
            <returns>True if space for the rectangle could be allocated</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.CygonRectanglePacker.#ctor(System.Int32,System.Int32)">
            <summary>Initializes a new rectangle packer</summary>
            <param name="packingAreaWidth">Maximum width of the packing area</param>
            <param name="packingAreaHeight">Maximum height of the packing area</param>
        </member>
        <member name="M:Nuclex.Fonts.Content.CygonRectanglePacker.SliceStartComparer.Compare(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
            <summary>Compares the starting position of two height slices</summary>
            <param name="left">Left slice start that will be compared</param>
            <param name="right">Right slice start that will be compared</param>
            <returns>The relation of the two slice starts ranks to each other</returns>
        </member>
        <member name="F:Nuclex.Fonts.Content.CygonRectanglePacker.SliceStartComparer.Default">
            <summary>Provides a default instance for the anchor rank comparer</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.CygonRectanglePacker.SliceStartComparer">
            <summary>Compares the starting position of height slices</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.CygonRectanglePacker">
            <summary>Packer using a custom algorithm by Markus 'Cygon' Ewald</summary>
            <remarks>
                <para>
    Algorithm conceived by Markus Ewald (cygon at nuclex dot org), thought
    I'm quite sure I'm not the first one to come up with it :)
  </para>
                <para>
    The algorithm always places rectangles as low as possible in the packing
    area. So, for any new rectangle that is to be added into the packing area,
    the packer has to determine the X coordinate at which the rectangle can have
    the lowest overall height without intersecting any other rectangles.
  </para>
                <para>
    To quickly discover these locations, the packer uses a sophisticated
    data structure that stores the upper silhouette of the packing area. When
    a new rectangle needs to be added, only the silouette edges need to be
    analyzed to find the position where the rectangle would achieve the lowest
    placement possible in the packing area.
  </para>
            </remarks>
        </member>
        <member name="F:Nuclex.Fonts.Content.RectanglePacker.packingAreaHeight">
            <summary>Maximum allowed height of the packing area</summary>
        </member>
        <member name="F:Nuclex.Fonts.Content.RectanglePacker.packingAreaWidth">
            <summary>Maximum allowed width of the packing area</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.RectanglePacker.PackingAreaHeight">
            <summary>Maximum height the packing area is allowed to have</summary>
        </member>
        <member name="P:Nuclex.Fonts.Content.RectanglePacker.PackingAreaWidth">
            <summary>Maximum width the packing area is allowed to have</summary>
        </member>
        <member name="M:Nuclex.Fonts.Content.RectanglePacker.TryPack(System.Int32,System.Int32,Microsoft.Xna.Framework.Point@)">
            <summary>Tries to allocate space for a rectangle in the packing area</summary>
            <param name="rectangleWidth">Width of the rectangle to allocate</param>
            <param name="rectangleHeight">Height of the rectangle to allocate</param>
            <param name="placement">Output parameter receiving the rectangle's placement</param>
            <returns>True if space for the rectangle could be allocated</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.RectanglePacker.Pack(System.Int32,System.Int32)">
            <summary>Allocates space for a rectangle in the packing area</summary>
            <param name="rectangleWidth">Width of the rectangle to allocate</param>
            <param name="rectangleHeight">Height of the rectangle to allocate</param>
            <returns>The location at which the rectangle has been placed</returns>
        </member>
        <member name="M:Nuclex.Fonts.Content.RectanglePacker.#ctor(System.Int32,System.Int32)">
            <summary>Initializes a new rectangle packer</summary>
            <param name="packingAreaWidth">Width of the packing area</param>
            <param name="packingAreaHeight">Height of the packing area</param>
        </member>
        <member name="T:Nuclex.Fonts.Content.RectanglePacker">
            <summary>Base class for rectangle packing algorithms</summary>
            <remarks>
                <para>
    By uniting all rectangle packers under this common base class, you can
    easily switch between different algorithms to find the most efficient or
    performant one for a given job.
  </para>
                <para>
    An almost exhaustive list of packing algorithms can be found here:
    http://www.csc.liv.ac.uk/~epa/surveyhtml.html
  </para>
            </remarks>
        </member>
        <member name="M:Nuclex.Fonts.Content.OutOfSpaceException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
            <summary>Initializes the exception from its serialized state</summary>
            <param name="info">Contains the serialized fields of the exception</param>
            <param name="context">Additional environmental informations</param>
        </member>
        <member name="M:Nuclex.Fonts.Content.OutOfSpaceException.#ctor(System.String,System.Exception)">
            <summary>Initializes the exception as a followup exception</summary>
            <param name="message">Error message describing the cause of the exception</param>
            <param name="inner">Preceding exception that has caused this exception</param>
        </member>
        <member name="M:Nuclex.Fonts.Content.OutOfSpaceException.#ctor(System.String)">
            <summary>Initializes the exception with an error message</summary>
            <param name="message">Error message describing the cause of the exception</param>
        </member>
        <member name="M:Nuclex.Fonts.Content.OutOfSpaceException.#ctor">
            <summary>Initializes the exception</summary>
        </member>
        <member name="T:Nuclex.Fonts.Content.OutOfSpaceException">
            <summary>Insufficient space left in packing area to contain a given object</summary>
            <remarks>
  An exception being sent to you from deep space. Erm, no, wait, it's an exception
  that occurs when a packing algorithm runs out of space and is unable to fit
  the object you tried to pack into the remaining packing area.
</remarks>
        </member>
    </members>
</doc>